Using the DevHub example of ProcessReceipt I print and do other stuff when a product is bought. However, “HI GUYS” doesn’t print:
productFunctions[PRODUCT_ID] = function(receipt, player)
print("HI GUYS")
local playerInfo = player:FindFirstChild("PlayerInfo")
local coins = playerInfo and playerInfo.Values.Coins
if coins then
coins.Value += 50
return true
end
end
-- The core 'ProcessReceipt' callback function
local function processReceipt(receiptInfo)
-- Determine if the product was already granted by checking the data store
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local success, isPurchaseRecorded = pcall(function()
return purchaseHistoryStore:UpdateAsync(playerProductKey, function(alreadyPurchased)
if alreadyPurchased then
return true
end
-- Find the player who made the purchase in the server
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
-- The player probably left the game
-- If they come back, the callback will be called again
return nil
end
local handler = productFunctions[receiptInfo.ProductId]
local success, result = pcall(handler, receiptInfo, player)
-- If granting the product failed, do NOT record the purchase in datastores.
if not success or not result then
error("Failed to process a product purchase for ProductId:", receiptInfo.ProductId, " Player:", player)
return nil
end
-- Record the transcation in purchaseHistoryStore.
return true
end)
end)
if not success then
error("Failed to process receipt due to data store error.")
return Enum.ProductPurchaseDecision.NotProcessedYet
elseif isPurchaseRecorded == nil then
-- Didn't update the value in data store.
return Enum.ProductPurchaseDecision.NotProcessedYet
else
-- IMPORTANT: Tell Roblox that the game successfully handled the purchase
return Enum.ProductPurchaseDecision.PurchaseGranted
end
end
-- Set the callback; this can only be done once by one script on the server!
MarketPlaceService.ProcessReceipt = processReceipt
Using the following function, only 1, 2 and 7 print:
local function processReceipt(receiptInfo)
-- Determine if the product was already granted by checking the data store
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
print("1")
local success, isPurchaseRecorded = pcall(function()
print("2")
return purchaseHistoryStore:UpdateAsync(playerProductKey, function(alreadyPurchased)
print("3")
if alreadyPurchased then
return true
end
-- Find the player who made the purchase in the server
print("4")
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
-- The player probably left the game
-- If they come back, the callback will be called again
return nil
end
print("5")
local handler = productFunctions[receiptInfo.ProductId]
local success, result = pcall(handler, receiptInfo, player)
-- If granting the product failed, do NOT record the purchase in datastores.
if not success or not result then
error("Failed to process a product purchase for ProductId:", receiptInfo.ProductId, " Player:", player)
return nil
end
print("6")
-- Record the transcation in purchaseHistoryStore.
return true
end)
end)
print("7")
if not success then
error("Failed to process receipt due to data store error.")
return Enum.ProductPurchaseDecision.NotProcessedYet
elseif isPurchaseRecorded == nil then
-- Didn't update the value in data store.
return Enum.ProductPurchaseDecision.NotProcessedYet
else
-- IMPORTANT: Tell Roblox that the game successfully handled the purchase
return Enum.ProductPurchaseDecision.PurchaseGranted
end
end
I think I might have to make my own ProcessReceipt function
I think you can make do without the datastore stuff, checking out their new wiki shows that they don’t do anything with datastoring, try using their new example instead?